
The primary and most accessible method is via the built in web-based system we have all been using up until now.
This web-based system allows users to select from a pre-defined lists of patterns and colors and then apply those selections to their car. With the Season 1, 2010 sim and web update we will be adding an additional way for members to paint their cars, one that offers more flexibility than the web-based system, but will also require the use of third party tools.
The custom paint system is OPTIONAL, you do not need to paint a custom car paint scheme to participate or enjoy iRacing in any way. To create a custom paint scheme you will need an art program that is compatible with Adobe Photoshop layered PSD files.
Attached to this post are the template files needed to create custom car schemes in iRacing.
The way the custom paint system works is that when you run a car in a race or test session, the simulator will create a folder in your documentsfolder. The folders will look like this:
Helmets: docsiRacingpainthelmets
Suits: docsiRacingpaintsuits
Cars (same structure as car setups):
RT2000: docsiRacingpaintcarsrt2000
Rookie Legends: docsiRacingpaintcarslegends ford34c rookie
The filename for a paintjob is just the customer ID with a .tga extension.
It will also accept it with leading 0’s to form a 6 digits number (which sorts better alphabetically).
So for example, a customer with the id of 6 will name his
tga:“6.tga” or “000006.tga”
You can find your account id by clicking on My account at the top of the members page:
http://members.iracing.com/membersite/account/Home.do
The cars have to be 1024x1024. The suits and helmets 512x512. If they are the wrong size they are ignored.
The final tga should be saved as a 24 bit tga. I would also strongly recommend turning on RLE compression on the TGA to help cut the size of the texture down.
If the sim can't find a custom texture, it will use the defined colors and pattern from the website.
A custom texture will be loaded and used even when loading older replays that were made before the custom texture was added or changed.
Custom textures are not automatically uploaded, downloaded, transferred, mailed, delivered, etc, in any way. iRacing.com isn't responsible for the content of a texture created by our customers.
The only way for other racers to see your custom paint scheme is for them to have your tga in their documentsfolder. If other racers don't have your tga, then they will see the car you currently have painted in the websites pattern system. Please make sure to continue to create a paint scheme in the built in pattern system so that people who don't want or desire custom paint schemes won't see white unpainted cars.
Each file has 2 layers dedicated to showing where we stamp car numbers and car sponsors. These blocks are for informational purposes only to give the artist some idea of where those items are placed by our stamping system. Please note that the sponsors included in our sponsor system won't be included on a custom texture. This includes club logos.
The Dallara has several 1 pixel blocks on the upper left of the texture. These blocks are used to determine the color of the mirrors, underside of the wings, etc. These areas are numbered on the template and I have a note embedded into the psd file noting where the colors are assigned on the model.
In the paintable area folder there is sometimes a layer for logos that can have their color changed (manufacturer sponsors, etc.). Any logos not in the 'Paintable Area' folder and in the 'Turn off before Exporting TGA' can't be changed or removed, they are stamped on by the sim and therefore they should be turned off before saving the final tga to keep from having the items stamped on the texture twice.
My gameroom, I know there is better rigs out there but I wanted multiple setups, makes for some wicked game nights. Setups F1 Challenge 99-02 lunes, diciembre 20, 2004. Wellcome asdfasdfasdfasdfasdf posted by AeRoWings at 3:49 p. M. 4 comments. Datos personales Nombre: AeRoWings. Ver todo mi perfil. Wellcome; Archives. Diciembre 2004. Setups F1 Challenge 99-02.
F1 Challenge '99-'02 allows players to begin as a rookie driver, earn licenses, compete for cars, join a team, develop racing skills, and race for the world championship. Users can create their own racer -- customizing items like helmets -- or choose from established Formula One stars. Redesigned F1 gameplay includes improved AI, realistic accidents, and option screens available during a race for car adjustments. Players will receive real-time feedback from their chief mechanic and team boss during a race.
F1 Challenge '99-'02 crams a lot of sim nirvana into a sleek package. As its name implies, it flaunts four seasons of Formula One racing, including the drivers, cars, and tracks from 1999 to 2002. Therein lies the first caveat: You can emulate dozens of drivers and race tons of tracks, and you can play through an entire season for points, but the game lacks an ongoing 'career' mode -- don't get it confused with EA's upcoming F1 Career Challenge for PlayStation 2. It's not a big loss, though, because there's still plenty to do.
Although it's a driving game, F1 Challenge '99-'02 is closer to Microsoft Flight Simulator than it is to arcade driving ditties like Midtown Madness. It offers a staggering amount of adjustable options to help noobs and satisfy grognards -- everything from breaking aid in the turns, a fully automatic transmission, and clutch assistance to a plain-old insane amount of vehicle adjustments. The only way to ultimately master this game is to practice. In fact, several practice runs are built-in before each race; you can skip them if you wish, but it's foolhardy to attempt a race without intimately knowing the track.
Realistically, the pavement on most of the tracks is streaked dark along the optimal line, giving you a clue of where your vehicle should be at any given point. Little touches like that round out an outstanding graphics engine. The look of the game is darn near photorealistic; the cars and tracks are beautifully modeled down to the tiniest detail. Paired with these eye-popping graphics is ear-popping audio. The engine sounds come from real recordings of F1 cars, so it's not surprising that they sound accurate. The audio includes Doppler effects, which you can hear best from a stationary, trackside point of view.
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The game overflows with realism, right down to ad space 'purchased' by real companies. You might see a bridge over the track adorned with the Michelin man, the Bridgestone logo on the tires on your car, a Toyota billboard, or some other advertisement. Sure, it reeks of as much commercialism as a Tomb Raider movie, but in doing so it makes for a very lifelike experience.
Your car is as responsive as you'd expect an F1 roadster to be. We tested it with both a Saitek Cyborg 3D Gold joystick and a Thrustmaster NASCAR Pro Force Feedback driving wheel. While keyboard controls are also offered, the only way to get the most out of this game is to employ a good driving wheel -- a force feedback model if possible. The game makes excellent use of forces, from momentum changes while rounding corners to vibrations when you slip off the track and cruise over grass or gravel.

It's easy to slide off the track. The physics model in F1 Challenge '99-'02 is obviously the product of tender lovin' care and endless testing. Screaming down the straightaways emotes a breathtaking sense of speed. Learning how to take the turns is tricky, and it's easy to spin out if you wait too long to downshift or hit the brakes. On that note, the damage model has to be inspired by actual, gut wrenching crashes. There's an option for invulnerability, but with it your disabled vehicle explosively hemorrhages parts if you hit a wall or wrap it up with another racer.
Tearing up the track is only one component of a successful race. You're also encouraged to come up with a strategy concerning how many pit stops you'll make and what will be done during each one. During long races you'll need fuel and tire changes to keep up the pace. Tires do wear, and there's a noticeable difference in the handling of a car with cold tires versus race-temperature tires.
Full of caring touches and a microscope-like attention to detail, F1 Challenge '99-'02 is the ultimate thinking person's open-wheel racing sim. It's too bad that EA's not planning any successors, but with a full four seasons worth of racing, this sim might have the stuff to keep you on the track until another publisher picks up an F1 license.
People who downloaded F1 Challenge '99-'02 have also downloaded:
F1 2002, Grand Prix 4, F1 2001, F1 Racing Championship, F1 Championship Season 2000, F1 Manager 2000, F1 2000, F1 Racing Simulation
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